#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require

#include "../../../../core/shader_binding_ID.h"
#include "../../../../core/shader_taster_color.h"
#include "../../../../core/shader_taster_line.h"


layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;


out gl_PerVertex {
	float gl_PointSize;
};

layout(location = 1) out VS_GS_VERTEX {
	vec4 Position;
	vec3 vCubeSize;
	uint vInstance;
} vertex_out;


//vec3 vs[3] = {vec3(-100,-500,0), vec3(-100,500,0), vec3(500,00,0)};

void main(void) {
	//gl_Position = mat_ProjecView[0] * mat_Model[gl_InstanceIndex] * p;
	vertex_out.Position = vec4(inPos, 1);

	vertex_out.vCubeSize = inNormal;
	vertex_out.vInstance = gl_InstanceIndex;
	gl_PointSize = 3.0;
}


